Asset Details
MbrlCatalogueTitleDetail
Do you wish to reserve the book?
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
by
Kim, Jun-Su
, Kim, Seung-Jae
, Jun, Su Jin
, Park, Jin-Yeop
, Hoe, Hyang-Sook
, Jeong, Yoo Joo
, Song, Jeong-Heon
in
Accreditation
/ Artificial intelligence
/ Attention Deficit Disorder (ADD/ADHD)
/ Attention deficit hyperactivity disorder
/ Clinical trials
/ Cognitive ability
/ Cognitive development
/ Consent
/ Digital Mental Health Interventions, e-Mental Health and Cyberpsychology
/ Efficiency
/ Games
/ Games for Cognitive Assessment
/ Games in Pediatrics
/ Guardians
/ Hyperactivity
/ Machine Learning
/ Memory
/ Mental Health Games
/ Neurodevelopmental disorders
/ Original Paper
/ Psychological assessment
/ Serious Games for Health and Medicine
/ Software
2025
Hey, we have placed the reservation for you!
By the way, why not check out events that you can attend while you pick your title.
You are currently in the queue to collect this book. You will be notified once it is your turn to collect the book.
Oops! Something went wrong.
Looks like we were not able to place the reservation. Kindly try again later.
Are you sure you want to remove the book from the shelf?
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
by
Kim, Jun-Su
, Kim, Seung-Jae
, Jun, Su Jin
, Park, Jin-Yeop
, Hoe, Hyang-Sook
, Jeong, Yoo Joo
, Song, Jeong-Heon
in
Accreditation
/ Artificial intelligence
/ Attention Deficit Disorder (ADD/ADHD)
/ Attention deficit hyperactivity disorder
/ Clinical trials
/ Cognitive ability
/ Cognitive development
/ Consent
/ Digital Mental Health Interventions, e-Mental Health and Cyberpsychology
/ Efficiency
/ Games
/ Games for Cognitive Assessment
/ Games in Pediatrics
/ Guardians
/ Hyperactivity
/ Machine Learning
/ Memory
/ Mental Health Games
/ Neurodevelopmental disorders
/ Original Paper
/ Psychological assessment
/ Serious Games for Health and Medicine
/ Software
2025
Oops! Something went wrong.
While trying to remove the title from your shelf something went wrong :( Kindly try again later!
Do you wish to request the book?
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
by
Kim, Jun-Su
, Kim, Seung-Jae
, Jun, Su Jin
, Park, Jin-Yeop
, Hoe, Hyang-Sook
, Jeong, Yoo Joo
, Song, Jeong-Heon
in
Accreditation
/ Artificial intelligence
/ Attention Deficit Disorder (ADD/ADHD)
/ Attention deficit hyperactivity disorder
/ Clinical trials
/ Cognitive ability
/ Cognitive development
/ Consent
/ Digital Mental Health Interventions, e-Mental Health and Cyberpsychology
/ Efficiency
/ Games
/ Games for Cognitive Assessment
/ Games in Pediatrics
/ Guardians
/ Hyperactivity
/ Machine Learning
/ Memory
/ Mental Health Games
/ Neurodevelopmental disorders
/ Original Paper
/ Psychological assessment
/ Serious Games for Health and Medicine
/ Software
2025
Please be aware that the book you have requested cannot be checked out. If you would like to checkout this book, you can reserve another copy
We have requested the book for you!
Your request is successful and it will be processed during the Library working hours. Please check the status of your request in My Requests.
Oops! Something went wrong.
Looks like we were not able to place your request. Kindly try again later.
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
Journal Article
A Novel Approach Using Serious Game Data to Predict the WISC-V Processing Speed Index in Children With Attention-Deficit/Hyperactivity Disorder: Machine Learning Study
2025
Request Book From Autostore
and Choose the Collection Method
Overview
The processing speed index (PSI) of the Korean Wechsler Intelligence Scale for Children-Fifth Edition (K-WISC-V) is highly correlated with symptoms of attention-deficit/hyperactivity disorder (ADHD) and is an important indicator of cognitive function. However, restrictions on the frequency of testing prevent short-term PSI assessments. An accessible, objective technique for predicting PSI scores would enable better short-term monitoring and intervention for children with ADHD.
To enable objective and accessible monitoring of cognitive function beyond traditional clinical assessments, this study aimed to develop a machine learning model that predicts the PSI scores of children with ADHD using behavioral data from serious games.
Sixty-eight children (6-13 y of age) with ADHD were recruited, and after excluding incomplete data, 59 participants were included in the final analysis. The participants completed an initial PSI assessment using the K-WISC-V followed by 25 minutes of engagement with serious game content. Data from the game sessions were used to train machine learning models, and the models' performance in predicting PSI scores was evaluated using the root mean squared error (RMSE), mean absolute error (MAE), and mean absolute percent error (MAPE), with K-fold cross-validation (k=4) applied to ensure robustness.
Among the individual machine learning models, support vector regression (SVR) had the best performance, with the lowest RMSE of 11.288, MAE of 7.874, and MAPE of 7.375%. The best overall performance was achieved by the ensemble integrating AdaBoost, Elastic Net, and SVR, which recorded the lowest RMSE of 10.072, MAE of 6.798, and MAPE of 6.611%. The predictive accuracy of this ensemble model was highest for PSI scores near the mean value of 100, demonstrating its reliability for clinical applications.
The developed PSI prediction model has the potential to serve as an objective and accessible tool for monitoring cognitive function in children with ADHD. As a complement to traditional assessments, this approach allows continuous tracking of symptom changes and can support more personalized treatment planning in both clinical and everyday settings, which may improve accessibility and adherence. However, the findings need to be validated in larger, more diverse populations, and the long-term feasibility of using serious games in clinical and educational settings must be further examined.
Publisher
JMIR Publications,JMIR Publications Inc
Subject
This website uses cookies to ensure you get the best experience on our website.